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Lf2 Defender
#31
YinYin Wrote:is the player perhaps the real villain? killing people who are taking a peaceful hike in the park ...

@YinYin: oh my gosh that would be cool.
@Gad: what about instead of Deep, It's Julian + minions that you will have to use to guard the hideout
and you are trying to defeat all the character's from getting to Jan or townspeople or whatever victims that are tied up with rope being set free by the hero's.

I also suggest limiting the player to have just normal punch attacks until he gets enough money to upgrade himself or his minions with visual images that will give them new powers and enhance those abilities too. er... idk maybe your current powerups do just fine already.

keep up the good work!
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#32
(03-30-2014, 09:49 PM)Gad Wrote:  
(03-30-2014, 08:53 PM)YinYin Wrote:  My score is -22 :C
That's not even a score. :(
I kind of don't really like tower defense games, hence I didn't play very well. At least I didn't 'die'. And without knock back this isn't fun to me at all.

(03-30-2014, 09:49 PM)Gad Wrote:  The game is pretty hard writen in X and Y cords only. I don't feel like I need primarly I don't feel like I want to rewrite the engine partially to make Z axis.

... you will have several turrets to use. Some of them will work entirely different from the hunter - melee and aerial effected attacks.
Different turrets setups for each map will be welcome and expected.
or direct targeted, chasing perhaps
I find this system nice and challanging.
Oh I didn't think a real Z axis would be necessary. Just adding an arching offset to the y value and only let the projectile hit within the very last stretch before it smashes the ground. Jans Devils could certainly use that. I just feel the extra step of correctly rotating your turret before you place it under pretty frantic and time critical circumstances makes this unnecessarily difficult (and punishing if you get it wrong, lots of money wasted). You could at least have the Hunters turn on their own or think of a more versatile input than cycling through rotations with just one button.

edit: I just noticed the Hunter shooting right has a faster rate than the one shooting down ... dandy.
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#33
Nice, but why change the game mechanics? Care to tell us how the game is going to play now?
Thanks! And keep this up!
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#34
is this gonna be a cellphone game
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#35
That's really some cool stuff.. but what about space fighters and the Julian mod?
Quote:but I abandonned everything.
Does that include Space fighters and Julian's Rebirth?
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#36
i am not really into tower defense, but i liked the old one more with Deep, it has a unique style...
that what i have played now was like i am playing LF2 with mouse :P
it looks interesting, but i can't really imaging how the game should look now..
maybe i should wait for a playable version to give feedback :D
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#37
I somewhat agree with what JoHo said. I am not going to judge just yet though. I am pretty sure you've changed to use this new engine for the better of the game. Just stay motivated! Keep this up!XD (the engine looks pretty neat btw and the dcing is rather simple; maybe even simpler than LF2's)
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#38
I prefer the version posted on the 13th zone chat box. the one where I can make the bandits fly! :D
But at least this one has actual fighting lol

edit: if there is a bandit lying on the ground close while 2 bandits are fighting, they can punch the dead bandit.
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#39
(07-23-2014, 07:33 PM)Gad Wrote:  OK SO HERE IS MY QUESTION FOR YOU GUYS.
I don't see much attention here, I believe and hope that's because there's not much going on.
I might be asking for some help in a while. I will be in need of coders - the system is very similiar to the original lf2 DCing so it will be easy to understand for you guys, if u dced already. I hope some volunteers will try to help me with setting up characters and stages. It's lesser work, than in projecting lf2 characters!!

I can do the stage dc to make it challenging ( Or easy? Who knows? :P )

Fun Fact: If you set wait to 1, they will go like wat? They will go crazy!!!!!! xD

Gad, You should make Black, always transparent, like in normal LF2.

EDIT: Making ranged ones would be easy, Ex: Magic Arrow and Wind = multiple="true" Done, :D, and normal ones will be normal ones, like no hit multiple :D
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#40
Is that an update ? @Gad cuz if its a update i will download
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